shader_type canvas_item; uniform sampler2D noise; float rng(vec2 st) { return fract(sin(dot(st,vec2(16.125125,61.2155215125)))*12512.0); } void fragment() { float capped_time = (sin(TIME/4.0) + 1.0); if (abs(UV.x + UV.y - capped_time) < 0.05 || abs(UV.x + UV.y - capped_time - 0.75) < 0.05) { COLOR.rgb = vec3(255.0/255.0,127.0/255.0,80.0/255.0); } COLOR.a = step(0.4 + 0.05 * sin((TIME+1.0)/4.0),COLOR.a*texture(noise,UV).a); }